Blue Mage – Perpetually Sprouts (2024)

Why They’re Special
• These are Special Jobs that have restrictions when forming parties and participating in duties due to containing mechanics that are not balanced for grouping.
• Cannot be used to progress through the main scenario.
• Retainers cannot be assigned these jobs.
• Gain greater experience from battling enemies in the open world than other jobs do.

Jobs
• Blue Mage
• Beastmaster (arriving with Dawntrail 7.x)

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Mages that use spells learned from enemies.
Rather than gaining new actions by increasing in level, blue mages learn them from enemies.
• In order to do so, you must first witness an enemy perform a special attack in battle.
• Once it is defeated, you have a chance of acquiring the ability.

Uses
• Quickly wipe out Fates and some Duties.
• Look cool as hell.

The Blue Academy Discord Blue Mage – Perpetually Sprouts (1)
• This Discord has everything you could possibly need to know about Blue Mages.
• Their YouTube Channel Blue Mage – Perpetually Sprouts (2)

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Unlock
• Requires: Completion of MSQ “The Ultimate Weapon”.
• Complete ‘Out of the Blue’ via Zealous Yellowjacket in Limsa Lominsa Lower Decks x9.9, y11
• Follow Questline until ‘The Brave and the Blue’ at lvl 80.
• In case you get lost: BLU Quest List via XIV WikiBlue Mage – Perpetually Sprouts (3)

Power Level from 1 to 70
Farm with a Friend Requirement
Get the Flying Sardine skill from the Apkallu around x33, y29 in Costa Del Sol.
• This can be done at level 1 – so long as you bring a friend that shields you from the damage.
• Attack the Apkallu to get aggro then wait for it to use Flying Sardine on you and then have your friend kill it.
• This can be done in a party.
One of Many Areas to Power Level
• Equip Flying Sardine through your Blue Magic Spellbook and head over to Wright in Kholusia.
• Attack the lvl 70 Toucalibri and Wood Eyes with your Flying Sardine.
• While not in a party, have your max-level friend kill the mob quickly.
• Continue tagging mobs with your Sardines and having your friend kill them so you don’t die.
• Path to use for this Farm Method: Map LoopBlue Mage – Perpetually Sprouts (4)

Power Level from 70 to 80
• Use any Instant Cast Spell on lvl 80 Caribou in Labyrinthos x12.6, y7.4
• Use any Instant Cast Spell on lvl 80 mobs in “The Rave Cave” in The Tempest x14.9, y8.1
• While not in a party, have your max-level friend kill the mob quickly.
• Blue Academy Patch 6.45 Blue Mage Leveling Spots (5m57s) Blue Mage – Perpetually Sprouts (5)

Solo Level from 1 to 70
Kill enemies at or above your level until you reach level 70.
• 1-15: Western Thanalan
• 15-20: Western La Noscea
• 20-30: South Shroud
• 30-35: Eastern La Noscea
• 35-40: Coerthas Central Highlands
• 40-45: East Shroud
• 45-50: Mor Dhona
• 50-55: Dravanian Forelands / Churning Mists
• 55-60: Sea of Clouds / Azys Lla
• 60-65: The Peaks / Yanxia
• 65-70: Yanxia / The Lochs

Solo Level from 70 to 80
• Agro the lvl 79 Deep-sea Leeches with your Sardines in The Tempest around x29.5, y5.5
• Feed the Deep-sea Leeches to the Clionids, by kiting the Leeches into the Clionids.
You receive the EXP from the Clionid eating the Leeches.
• Just keep feeding Leecehs to Clionids… that’s it. Takes about 30 minutes.
• If the Clionids eat too much, they can one-shot you, so be careful.
• Blue Academy Patch 6.45 Blue Mage Leveling – Solo MethodBlue Mage – Perpetually Sprouts (6)

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The blue mage log allows you to form parties with other blue mages and participate in specific duties.
• Requires: Completion of the quest “Blue in the Face” and learning the blue magic spell “Frog Legs.”
• Complete Quest ‘Blue Scream of Death’ via Martyn in Ul’dah – Steps of Thal x12.5, y13.0

How to Participate
• From the log, you may view a list of available duties, recruit party members, and commence duties.
• Completion of duties will only count towards blue mage log progress if the party meets the size requirements.
It is recommended that you avoid using the “Undersized Party” option.

Rewards
• Various rewards will be granted upon completion of these duties.
Greater rewards are earned the first time a duty is completed via the blue mage log.

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  • Free Return upon self inflicted death. Yes, instead of waiting around for the 15 min return skill to come off cooldown, just use self destruct and zip to your home crystal for only a 10 min cooldown! You also save that return for when you do need it!
  • Synced Dungeon runs with PUGs? Yeah…. No. Due to the way the Blue Mage is set up, FFXIV can’t guarantee whether or not you are a sh*te Blue Mage or an OP Blue Mage. You’ll have to find other adventurers the old school way and create a party before you start.
  • Class Quest spells are a 100% acquisition rate when running an instance unsynced. All other spells are at a 100% learn rate when running an instance synced.
  • Very few spells require you to be hit by the spell. You only need to see the spell cast. In the case of certain spells that have no cast bar, you will have to see if you get hit by them. Look for the text next to your character and when the attack is used, you will have a chance to acquire it. Some spells also require you to look for a certain debuff as well.
  • Main stats to look for when melding materia is Determination > Critical Hit and/or Spell Speed. Role Variants will differ on how you play Blue Mage, but it isn’t so detrimental that you need three armor sets.
  • Aetherial Mimicry is an absolute must have spell. Acquired from a side dungeon, Pharos Sirius (Hard), this will allow you to spec your hotbars to the desired class you need. When soloing, it is best to go as a Healer spec to ensure survivability in long fights.
  • Go ham on HP Halving/Death spells. Using those spells have a low hit rate, but if you do pull it off, you’ll have an easier go at taking down enemies. Very few FATE bosses are susceptible to HP Halving spells and death spells but the ADDs are going to be vulnerable. Typically inadvisable to carry them into a raid, with the exception of dungeons. Some Robotic and Non-living (i.e Ice Sprites) enemies are invulnerable to HP Halving/Death Spells except to the Deep Freeze/Ultravibration combo.
  • By completing Stage 25, there will be a special Blue Mage only store that unlocks. Completing Stage 30 and 31, all items will unlock for purchase. The currency for the store will be Allied Seals.
  • Elemental Spells will be typed by Water, Wind, Earth, Lightning, Fire and Ice.
  • Physical Spells will be typed by Blunt, Piercing and Slashing.

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Spell Book

All spells you have learned are recorded in the Blue Magic Spellbook.
• The book also contains hints on how to acquire other spells.
• FFXIV Collect Blue Spell ChecklistBlue Mage – Perpetually Sprouts (7)

Latest Moon Flute Opener Blue Mage – Perpetually Sprouts (8)

Spell Cheat Sheet

The strongest three combos for Blue Mage:
Note: During combat, it is advisable to leave off Bristle.

  • Bristle -> Off guard -> Tingle -> Whistle -> Triple Trident
  • Bristle-> Off guard -> Tingle -> Moonflute -> Whistle -> Final Sting
  • Toad Oil -> Bristle -> Off-Guard (Single)/Peculiar Light (AoE) -> Moonflute-> Self-Destruct

Powerful spells that share a recast timer with other spells.

  • Feather Rain with Eruption
  • Mountain Buster with Shock Strike
  • Glass Dance with Veil of the Whorl
  • JKick with Quasar
  • Lvl. 5 Death with Ultravibration
  • Rose of Destruction with Chelonian Gate
  • Angel’s Snack with Matra Magic and with Dragon Force
  • Both Ends with Nightbloom

The 12 Must Haves on your hotbar.

  • Feather Rain (or Eruption)
  • Shock Strike
  • Glass Dance
  • JKick (or Quasar)
  • Surpanakha
  • Nightbloom
  • Phantom Flurry
  • Aetherial Mimicry
  • White Wind
  • Exuviation
  • Bristle
  • Song of Torment

Spells for Different Dungeon Specs

For running as a different spec for dungeons, use these spells to maximize the “class” you’ll be playing as:

Tanking Variant:

  • The Look
  • Devour
  • Cold Fog
  • Mighty Guard
  • Diamondback
  • Dragon Force
  • Chelonian Gate

For Dungeons add:

  • Ram’s Voice
  • Hydro Pull
  • Ultravibration

For Raids opt for:

  • Bad Breath
  • Blood Drain
  • Frog Legs

Healer Variant:

  • Pom Cure
  • Stotram
  • Angel’s Snack
  • Gobskin
  • Exuviation
  • Condensed Libra
  • Off-Guard (or Peculiar Light)

DPS Variant:

  • Sharpened Knife (or Sonic Boom)
  • Moon Flute
  • Tingle
  • Whistle
  • Triple Trident
  • Matra Magic
  • Rose Of Destruction
  • Final Sting

Need more spells to your hotbar? Add these spells on how you want to work your spell bar!

  • Magic Hammer
  • Rose of Destruction
  • Off Guard (or Peculiar Light)
  • Triple Trident
  • Choco Meteor (Overworld with companion)
  • Saintly Beam
  • Flying Sardine
  • Missile (Dungeons)
  • Launcher (Dungeons)
  • Ultravibration (Dungeons)
  • Lv. 5 Death (Dungeons)
  • Diamondback
  • Cold Fog
  • Toad Oil
  • Self-Destruct (AoE) or Final Sting (Single Target)

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Obtained through the “True Blue” achievement this unique mount requires two achievements to unlock, the “Blue Unchained” and the “Masked Conqueror”.

Requirements for completion:

  • All members must be BLU
  • Undersized Party is Turned Off
  • Silence Echo is Turned On (No buffs granted after failure/wipe)

To Get “Blue Unchained”:

  • Complete T5 of the Binding Coil of Bahamut
  • Complete T4 of the Second Coil of Bahamut
  • Complete T4 of the Final Coil of Bahamut

To Get “Masked Conqueror”:

  • Complete A4S
  • Complete A8S
  • Complete A12S

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Because the Blue Mage is not able to queue for dungeons normally, FFXIV has a special puzzle dungeon gauntlet used to test your knowledge, reflexes and skill. There is a special weekly completion bonus for certain stages as well. Key Note: If you are spending longer than five minutes to complete a stage, with the exception of the boss stages, you aren’t using the correct spells/skills to complete it.

Entry Requirements

  • lvl 50 Blue Mage
  • Quest ‘The Real Folk Blues’ via Maudlin Latool Ja in Ul’dah – Steps of Thal x12.5, y13

How to Participate

  • Speak with the Celestium attendant in Ul’dah – Steps of Thal x11.5, y13.2
  • YouTube Playlist of Each LevelBlue Mage – Perpetually Sprouts (9)

Must Have Carnivale Spells

Must have skills to have in your spellbook before you attempt the Masked Carnivale:

  • Aetherial Mimicry
  • Healing Spells (When in Healer Stance) or White Wind (When in DPS mode)
  • Mighty Guard (not often used for like 70% of the fights, use it when you are about to get pummelled to oblivion and need some breathing room to heal)
  • Diamondback
  • Loom
  • Lvl. 5 Death
  • Missile
  • Surpankha
  • Sonic Boom
  • All of the Primal Spells (not strictly necessary, but makes the stages fly by real quick)
  • Abyssal Transfixion
  • Bristle
  • Song of Torment
  • Flying Sardine
  • Bad Breath
  • Off Guard
  • Whistle
  • Final Sting
  • Tingle
  • Sticky Tongue
  • Ice Spikes
  • Acorn Bomb
  • Inkjet
  • Exuviate (While a healer spell, we are looking for the Esuna portion of the spell)
  • Eerie Soundwave
  • Protean Wave
  • Electrogenesis
  • Hydro Pull
  • Ram’s Voice
  • Ultravibration
  • One spell of each element that is not Primal spell (Lightning, Fire, Water, Earth, Ice)
  • Launcher
  • Bomb Toss

General Tips for the Carnivale

  • If the target enemy dies when you die, you win the round. Final Sting can help you reach that par time much easier and is a viable option to end the round quickly.
  • DoT an enemy as much as possible. You’re going to be moving a lot. DoTs make it easier to damage the enemy while you run around.
  • ADDs will be vulnerable to Death Spells in a fight, so keep the Ram’s Voice/UV or Lvl. 5 Death handy to get them off your back.

Specific Carnivale Fight Strats

Note: Bluicide Combo will be Off guard (better than Peculiar Light as you want to keep your distance) -> Bristle-> Tingle -> Moonflute -> Whistle -> Final Sting

Stage 1

Preferred Mimicry: DPS
Spells needed: Lvl. 5 Death or Ram’s Voice/UV, Hydro Pull (for speed’s sake)

Let them mob up and insta-kill. Done!

Stage 2

Preferred Mimicry: DPS
Spells Needed: Lvl. 5 Death or Ram’s Voice/UV, Hydro Pull (for speed’s sake), Launcher

Act 1: Pull them in, and insta-kill. Or, Launcher them until they are low and then any AoE spell

Act 2: Same as above

Stage 3

Preferred Mimicry: DPS
Spells Needed: Water element spells, Flying Sardine

DoT and Attack. Bluicide at around 25% health

Stage 4

Preferred Mimicry: DPS
Spells Needed: Lvl. 5 Death or Ram’s Voice/UV, Hydro Pull (for speed’s sake), Launcher

Act 1: Pull them in, and insta-kill. Or, Launcher them until they are low and then AoE

Act 2: Ram’s Voice/UV and done.

Stage 5

Preferred Mimicry: DPS
Spells Needed: Ram’s Voice/UV

Ram’s Voice/UV. You can try Lvl. 5 death, but the spot required is finicky

Stage 6

Preferred Mimicry: DPS

Act 1: Blind yourself with the “Teary Twirl” attack by Mandragora. Then let loose with whatever causes the pain.

Act 2: ADDs go down with Lvl. 5 Death or Ram’s Voice/UV. Catoblepas can be Bluicided at around 95%

Stage 7

Preferred Mimicry: DPS
Spells needed: Sticky Tongue or Hydro Pull, Ram’s Voice/UV, Loom

Act 1: Smack the Lava slime with a non-physical spell. Done

Act 2: Two ways, get to a mob of Ice Sprites and Sticky Tongue or Hydro Pull (without hitting the Lava Slimes) two mobs towards you and then let loose a Ram’s Voice/ UV. Pull the last two Ice Sprites towards the Lava Slimes and then hit the slimes. OR, Sticky Tongue a Lava Slime for each mob of Ice Sprites, strike the lava slime and loom behind the block.

Stage 8

Preferred Mimicry: DPS
Spells Needed: Sonic Boom (or any similarly potent long range fast attack skill), Northerlies

Act 1: Hit the closest grenade with a fast attack skill. Done.

Act 2: Hit the closest grenade to the boss and freeze the boss. Hit the boss until there is about 5 seconds left on the debuff and strike the boss with another attack by a grenade to freeze. Repeat until dead.

Stage 9

Preferred Mimicry: Healer
Spells needed: Hydro Pull (for sanity’s sake), Ram’s Voice/UV or Lvl. 5 Death, Launcher

A total of six ADDs will spawn during the fight. You can take them out one by one or wait till all six spawn, Hydro Pull and Ram’s Voice/UV. Boss is invulnerable to Final Sting, so use Toad Oil -> Bristle -> Moonflute -> Self-Destruct at around 40%

Stage 10

Preferred Mimicry: DPS
Spells needed: Flying Sardine

Attack, interrupt when necessary and Bluicide at around 40%

Stage 11

Preferred Mimicry: DPS
Spells Needed: Hydro Pull, use Veil of the Whorl once to not get the One Trick Pony score penalty

Act 1: Spam Hydro Pull, Done

Act 2: Spam Hydro Pull, Done

Stage 12

Preferred Mimicry: DPS
Spells Needed: Ice Spikes, Bomb Toss (or any stun spell), Water element spells

Act 1: Cast Ice Spikes, Done

Act 2: Ice Spikes for the ADD mob, stun when boss hard casts Inflammable Fumes, Blucide at 30%

Stage 13

Preferred Mimicry: DPS
Spells Needed: Ram’s Voice/UV or Lvl. 5 Death

Act 1: Poke the Haaganti and drag him to the two petrified dudes, Ram’s Voice/ UV, done

Act 2: Don’t look when she casts a gaze attack, burn down ADDs when they spawn, Bluicide at 75%

Stage 14

Preferred Mimicry: DPS
Spells Needed: Long range ground target spell, Loom

Act 1: Hit and Loom behind the barrier

Act 2: Hit and Loom behind barriers

Stage 15

Preferred Mimicry: Healer
Spells Needed: Flying Sardine, Acorn Bomb, Ram’s Voice/UV or Lvl. 5 Death

Dodge all the AoEs, Superstorm can be dodged by hiding under the node. 1st add will OHKO you so Acorn Bomb then Ram’s Voice/UV. Burn down the 2nd set of ADDs, Blucide at around 30%

Stage 16

Preferred Mimicry: DPS
Spells Needed: Acorn Bomb, Diamondback, anything that does Heavy

Act 1: Put the other cyclops to sleep and burn down the other. Heavy helps to give you breathing room.

Act 2: Diamondback or Surecast the “Zoom In” attack, a Cyclops ADD will spawn so fight at the edge of the ring. When the ADD goes down, run to a safe spot or diamondback 1111-tonze swing. Blucide at 75%

Stage 17

Preferred Mimicry: DPS
Spells Needed: Launcher, Missile, Ram’s Voice/UV or Lvl. 5 Death

Act 1: Launcher or Missile to low health than poke to death

Act 2: Ram’s Voice/UV, done

Stage 18

Preferred Mimicry: DPS
Spells Needed: Ram’s Voice/UA, Hydro Pull

Act 1: Ram’s Voice/UV the enemy then destroy the kegs

Act 2: Wait until UV is back up and kill both enemies, Hydro Pull the kegs, done.

Stage 19

Preferred Mimicry: DPS
Spells Needed: Inkjet, Physical aspected spells

Act 1: Try to sneak in some Magic Based attacks before the reflect shield goes up, after hit the boss with physical spells

Act 2: Use Inkjet when the barrier is up to blind yourself to avoid the gaze attack from the ADDs. Bluicide at around 75%

Stage 20

Preferred Mimicry: DPS
Spells Needed: Diamondback, Flying Sardine
Act 1: Diamondback the Snort attack as the Fireballs after Snort will kill you. Burn down the boss normally

Act 2: Dodge AoEs, Interrupt Imp Song and burn down the boss

Act 3: Blucide right out the gate and done

Stage 21

Preferred Mimicry: DPS
Spells Needed: Loom or Diamondback, Ram’s Voice/UV, Hydro Pull

Act 1: Hydropull and then Ram’s Voice/UV, done

Act 2: Burn down the boss to about 80% then Bluicide. If the ADDs show up, Loom out of danger

Stage 22

Preferred Mimicry: DPS
Spells Needed: Hydro Pull or Sticky Tongue, Abyssal Transfixion

Act 1: Abyssal Transfixion every enemy, done

Act 2: Abyssal Transfixion the Arena Grenade and pull the Arena Gas bomb under the boss.to interrupt the AoE the boss starts to cast, Bluicide at 45%

Stage 23

Preferred Mimicry: Healer
Spells Needed: Diamondback, Bad Breath, Healing Spells

Diamondback the Ecliptic Meteor attack, Bad Breath to keep the debuffs up and burn down, Blucide at around 40%

Stage 24

Preferred Mimicry: Healer
Spells Needed: Lvl. 5 Death, Exuviate, Flying Sardine, Abyssal Transfixion and a couple magical spells with healing spells

Act 1: Lvl 5 Death, if any of the two are standing up, the Magus is immune to magic and the Viking is immune to physical

Act 2: Exuviate any debuffs on you quickly, especially Condensed Libra. Always interrupt the silence spell the boss attempts to cast on you. Other than that, burn down the boss as normal

Act 3: The boss will use Page Tear and will have no AoE marker, run behind the boss to avoid. Dodge the Magic Hammer attack. After Phase 1, ADDs will appear in the ring and can only be taken down via Physical attacks. Use Abyssal Transfixion quickly to get rid of them and continue to burn down the boss. Bluicide boss at around 65%

Stage 25

Preferred Mimicry: Healer
Spells Needed: Sonic Boom (or any fast attack spell), Triple Trident, Abyssal Transfixion, Loom or Diamondback, Healing Spells

Act 1: Boss will cast Ice Spikes rendering them invulnerable to Physical. Also, the boss will use Ram’s Voice and Dragon’s Voice with no AoE marker. Watch the cast bar and unleash Primal Fury

Act 2: Boss will cast Repelling Spray rendering the invulnerable to Magical. If you can manage it, squeeze off some hard hitting Primal Spells before it goes up. Same as Act 1 with the addition of Fire Angon spears that need to be destroyed via Physical Attack.

Act 3: This time the boss will alternate between Ice Spikes and Repelling Spray so make a note of the buff that is active. Same as Act 1 but instead of Fire Angon spears, the boss will summon four Charybdis whirlwinds. Get in between two whirlwinds and prepare to get hit with ‘Web’. When you do get hit with Web, loom twice quickly to get out of range from the AoE. Continue burning the boss until about 70%.

Stage 26

Preferred Mimicry: Healer
Spells Needed: Eerie Soundwave, Flying Sardine, Earth type Spells, Exuviate, Pom Cure (if opting for DPS Mimicry take Magic Hammer and Blood Drain to refill MP for White Wind)

Act 1: Eerie Soundwave the buff the boss has and interrupt Caber Toss. Burn down as normal

Act 2: Eerie Soundwave the buff the boss has on them. Stick to the outside of the arena and dps as often as possible while running around it. When hit with Thunder III, exuviate the debuff and heal quickly. When you get a red marker over your head, either activate Surecast, or position yourself to take the knockback without getting knocked into the lightning ring. Bluicide at around 25%

Stage 27

Preferred Mimicry: DPS
Spells Needed: Hydro Pull, Sticky Tongue, Long Range Attack Spells
There are two explosives in this fight, the bombs and the one Magitek Explosive. The boss has an extremely high defense so don’t bother attacking him if there is a Magitek Explosive in the arena. The boss can only be effectively harmed by the bombs that drop in the ring. HOWEVER, if the Magitek Explosive goes off, that’s the end of your run. So, Hydro Pull the bombs far away from the Magitek Explosive and destroy it quickly and from an extreme distance. The resulting explosion will kill you if the Magitek Explosive sets off the bombs. Remember you may need to take a Fireball to take down the Magitek Explosive!

Stage 28

Preferred Mimicry: Healer
Spells Needed: Healing Spells, Flying Sardine, Fire Type Spells, Diamondback, Ram’s Voice/UV, Hydro Pull

When the boss casts Doom Impending, get to full health quickly. Flying Sardine the Cackle Spell. The boss will place a Necro puddle which you need to use to avoid Mega Death, but run out quickly to avoid the next spell. There is also a forced movement sequence so position yourself to avoid the AoE attack the boss uses.

After Phase 1, the first set of adds will spawn. Use Hydro Pull and destroy them with Fire Spells.
• 2nd set will be in the Lightning ring, Hydro pull and Ram’s Voice/UV them.
• 3rd set will use a gap closer. Diamondback when they spawn to mitigate the large amount of damage when they jump attack you. Ram’s Voice and burn them down
• 4th set will be two Gravekeepers, deep freeze them and get rid of them quickly
• Bluicide at around 20%

Stage 29

Preferred Mimicry: Healer
Spells Needed: Flying Sardine, Sonic Boom, Wind type spells (first act), Lightning Spells (second act), Exuviate, Pom Cure (If DPS, go with Magic Hammer and Blood Drain to keep White Wind going)

Act 1: Use Wind type Spells. Use Flying Sardine to avoid the Fluid Swing. Rush is a proximity attack, the closer you are the more damage the boss does. Sea of Flames is a double delayed AoE attack. When the boss casts, Pyretic, stop moving entirely, sheathe your weapon until the debuff wears off and then move quickly to get out of the AoE. After a while, he will summon three fire tornados, get to the one cardinal point without a tornado and be prepared to avoid the AoEs and be prepared to interrupt another Fluid Swing. Once the two Fire Plumes have been fired, the boss will do another Rush, get as far away as you can. For this fight, keep the DoT up as much as possible and Sonic Boom as much as possible

Act 2: Use Electric type spells. Use Flying Sardine to avoid the Fluid Swing. Exuviate the Throttle Debuff quickly. When the boss casts Protean Wave, go in circles around the boss to avoid the two back to back attacks. He’ll do the Magnet mechanic, opposite charges, get away, same charge get as close as possible. Fluid Ball is two quick activating AoEs so keep running until two of them have gone off. After Phase 1, he’ll summon two ADDs, destroy the left hand as quickly as possible. And then concentrate on the Right, the boss will do another Protean Wave during this point so you can either Flying Sardine or hit Surecast (best option to keep the targeting on the right hand) and burn it down quickly to move into Diamondback when the boss is about to cast Big Splash (you won’t survive the concussive attacks). The boss will summon three water tornados, and just like Act 1, watch for the Fluid Swing and dance around the arena. Bluicide at around 16%

Stage 30

Preferred Mimicry: Healer
Spells Needed: Exuviation, Abyssal Transfixion, Ice type Spell, Wind Type Spell Fire Type Spell (Not Fire Angon)

Act 1: The boss will cast a buff to grant immunity for 30s to all magic type spells. Use Abyssal Transfixion during this time and then switch back to your magic spells after the buff drops. Use Exuviation to remove the Heavy the boss will place on you and dodge the AoE. During the grid of bombs phase, find the one safe spot, line up with the boss within melee range and take the knockback so you can end up safely in the spot.

Act 2: No buff to grant immunity to reflect anything. This is an AoE dodge fight. The biggest attack to watch out for is Swiftsteel. Position yourself to take the knockback into the safe spot like Act 1’s grid of bombs. Sparksteel summons attacks around him and there will be one safe spot in the outer ring from the grenades. Burn down as normal.

Act 3: The boss will cast a buff to grant immunity for 30s to all magic type spells. First phase, he’ll summon, in order, a clone weak to Ice, Wind and Fire. Take down the clones as fast as possible or dodge until they disappear. After the clones are done, it is Act 2 all over again with the additional buff casting. Bluicide at around 35%

Stage 31

Preferred Mimicry: Healer
Spells Needed: Flying Sardine, Diamondback, Exuviation, Eerie Soundwave, Healing Spells (or for DPS, Magic Hammer and/or Blood Drain for MP to keep using White Wind)

Act 1: DO NOT ATTACK WHEN THE BOSS HAS THE MIMIC BUFF UP! Just stand there and use preparatory spells, but do not cause any damage to the boss during the 6s for the buff. Mimicked Sap is a fast, two drop AoE attack so keep running until the second one is marked for drop. Flying Sardine the Imp Song attack. Fully heal BEFORE Mimicked Doom Impending is cast because the boss will place two debuffs on you, one that will prevent your HP from rising and one to KO you. When the clone is spawned, circle around the clone to avoid the Protean Wave attack while trying to avoid the Fire Blast from the real boss. Eerie Soundwave the buff the boss places on themselves and burn down.

Act 2: All bets are off and this fight is a mix of Stage 23, Stage 25, Stage 29 and Stage 30. The Fire III will inflict you with Pyretic so don’t move until the debuff resolves, so position yourself as faraway from the boss as the boss will immediately move to Blizzard III around the boss for massive damage (or outright KO you). Thunder III drops a persistent AoE where you are at, so move out of the AoE marker once it has been placed. After that the boss will cast Holy and Flare back to back, so heal in between each one as they hit hard. The meteor phase will begin and the first proximity meteor starts near one side of the arena. Go to the opposite side and dodge meteors until the second proximity meteor starts. Get to opposite side of the arena and stand near the center and use Diamondback IMMEDIATELY as soon as the arena starts glowing. The reason for this is because a wipe meteor drops at the same time as the second proximity meteor. Immediately after the meteor two charybdis tornados will be summoned, the second time will be four. By the time your diamondback is over, get to a safe spot near the outer edge of the ring in between the tornados and prepare to exuviate twice ASAP after taking the Icestorm attack. The reason being is that immediately after the Icestorm attack, the boss will start casting Thunder III three times, so position the AoE drops as far into the outer ring, and slowly work over to the other cardinal point. After the three are dropped, prepare for another Fire III and Blizzard III combo. After that combo, the tornados will dissipate and it’ll be a repeat of before. Blucide data not available currently.

・ ・ ・ ・ ・ ・ ・ ・ ・ ・ ・

After completing the Masked Carnivale for the first time, pit yourself again in the ring for these special titles!

“Perfect Blue”

Stage 25
Required Bonuses at Completion to Unlock:

  • Can’t Touch This – Can not take any damage whatsoever from avoidable damage (except Final Sting/Self-Destruct)
  • Ain’t Got Time To Bleed – You can’t heal. Any spells granting you healing, even if it is through an attack will negate this bonus
  • Total Mastery – Use 1 spell of each elemental and physical.
  • Too Fast, Too Furious – Complete under or at ideal time. Stage 25 is 7:30

“Champion of the Blue”

Stage 30
Required Bonuses at Completion to Unlock:

  • Can’t Touch This – Can not take any damage whatsoever from avoidable damage (except Final Sting/Self-Destruct)
  • Total Mastery – Use 1 spell of each elemental and physical.
  • Too Fast, Too Furious – Complete under or at ideal time. Stage 30 is 6:30
  • Not a bonus but requirement for title is that all clones must be destroyed

“Of the Truest Blue”

Stage 31

  • Can’t Touch This – Can not take any damage whatsoever from avoidable damage (except Final Sting/Self-Destruct)
  • Too Fast, Too Furious – Complete under or at ideal time. Stage 31 is 6:50

Achievement Hunter

No titles but will unlock the Achievement:

“Harder They Fall”
Stage 10
Do Not Interrupt the boss

“Octopath Traveler”
Stage 20
Do Not Kill Any Tentacles

・ ・ ・ ・ ・ ・ ・ ・ ・ ・ ・

Blue Mage – Perpetually Sprouts (2024)
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